I like the idea but people like me that have enough trouble getting decent frames in populated servers would only be punished even more, to the point that playing might now be possible. If one day this WAS possible without performance problems then there could be cool stuff like the meat on the body spoiling after a day or two.
So, your issue is the extra bodies laying around? Well I guarantee Garry will be increasing the body despawn timers after a while and if he hasn't optimized things enough for your system you will be hurting.
What I am saying here is when that time comes, damn near everything is in place for letting wolves roam about and actively seek bodies. They have the eating down, the ai to move to points and we could write off their ability to zero in on corpses as smelling them. As far as scripting the wolf pack ai, just spawn the wolfs on the very edge of a quadrant, and fill a list with with the coords of bodies within the quadrant and pass it to the wolves. Then have the server do a quick sort on the list to make it ordered by distance from their pack leader. Now it's the wolves turn. They move about going to coords on the list, eating corpses till daybreak. If they are within say 20 meters of a corpse and are unable to consume it for 1 minute, (Corpse in a house) they move on to the next one.
Overall I don't think we actually have a good perspective on how 1 rust day of corpse clutter effects frames. To my understanding Garry ended up changing a lot of things simultaneously to help mitigate lag (speedtree code altering, item despawn rates, corpse despawn rates) in a short period of time. Before that when you hopped into a server you were dealing with days upon days of corpse and item buildup.
Correct me if I am wrong on this last bit.